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How do Clan Wars work?

A clan war is a battle between two clans who have mutually agreed on terms and conditions for the battle. A clan war has a duration, a start time, a handicap, a kill tally for each clan, and an optional max kill total. At the initiation of the war, a wager may also be placed on the outcome. This is an amount to be taken from the losing clan and given to the winning clan. Both clans may agree that kills for the clan war will count for faction standings. To keep clans logged in and fighting while a war is going on, we have a 'call out system' and a 'bonus point system.' A clan war ends when one team forfeits. At the end of a clan war, both clan's overall war histories are updated to reflect a win or a loss. This is a permanent total and cannot be manipulated.

Rules:

For a clan that wants to wage war:

Clan wars are declared by one clan leader against another clan leader.

A clan can only be in one clan war at a time.

They can mark themselves as 'ready for war' and wait for challenges.

They can look at a list of clans ready for war, and challenge them.

If a clan is not marked as ‘ready for war,’ then no war challenges may be issued or received by that clan.

Within each clan there is a sub-group called the War Group.

Ability to unset clan members as members of the War Group are permissions set by the clan leader.

Clan members may set themselves as members of the War Group on their Clan window.

Clan members may unset themselves as a member of the War Group on their clan window.

No one may join the War Group during a Clan War.

A clan must have at least one person in its War Group to declare itself ready for war.

Those in the War Group may also be assigned the permission “Send Call Outs” to issue call outs during a clan war. (See below)

When a challenge is issued:

The challenger sets the terms and conditions for the war, and a message is sent to the other clan leader outlining the terms.

If the receiving clan leader wishes to change terms, he may and the changes are sent to the initial challenger for confirmation.

The initial challenger may again make changes. This cycle can continue until both clan leaders have either agreed on terms or decided warring isn't for them.

When terms are agreed upon, if there is a wager, the money is removed from the clan vault of both clans on acceptance of the challenge.

Handicap: This is a multiplier that increases or decreases the points gained by the receiving clan so the challenger can try to balance against larger clans.

Difficulty is the percentage of points the challenged clan receives each time it receives points. So a rating of 1.5 means that the challenged clan receives 150 points for an even leveled kill as opposed to 100.

The max handicap is x3 and the minimum is .1.§ Max kill count: Number of kills that a clan needs to reach in order to end the war.

Non-scoring wars have no effect on the clan’s win/loss numbers and the clan’s overall ranking.

While war is active:

Once the clan war is accepted a side must forfeit to cancel the war. Forfeiting means an additional loss in the clan’s loss column and loss of any wager.

Once the time for the clan war to begin draws near, the players involved receive warning messages in chat giving them a 1 hour, 10 minute, 5 minute, 1 minute, and 30 second, and 10 second count down (as applicable with the start time).

Once the clan war begins the players in both clans are flagged for PvP against members of the enemy clan continually until the clan war ends.

Participants in a clan war can kill each other anywhere.

Members of their enemy clan have their names displayed in orange.

Each clan gains points for killing players in the other clan.

Killing members of the opposing clan during the clan war earns a player’s clan points. The number of points equals 100 points + 10 for each level the victim is above the player and -10 for each level the victim is below the player.

Item degradation and death toll changes occur normally in a clan war.

Players do not get the anti-griefing debuff for killing members of the enemy clan during a clan war.

Players do not get clan war points for any kills made in a Blood Sports arena.

For each hour of the Clan War, each clan gets a number of points equal to 500 * (number of people in clan online for at least 30 minutes during the hour/number of people in clan). This is checked and the score updated every few minutes using accumulated time.

Thus a small, elite clan can compete with a larger clan by keeping its numbers up.

During a clan war members of either clan may call out the other clan which will last for 10% of the time of the length of the clan war.

A clan may only have five call outs active at a time, including those logged off.

Call outs are issued by the clan leader or those in the War Group with permission to do so.

During a call out, the player issuing the call out shows up on the map of the members of the enemy clan as a red dot so members of that clan can find him.

If the player is not killed for the duration of the call out, that clan gains a 100 point bonus at the end of the clan war (thus a single character can issue multiple call outs during the clan war if he schedules them right).

If the player is killed, they gain no benefit from the call out.

If a player logs off during a call out the counter for the call out stops and begins again once the player logs on.

When the call out is issued all members of both clans involved get a clan message telling them “(character name) of (clan name) has issued a call out in the ongoing clan war.”

When members of an either clan log on and there are call outs active in their clan war, they are told “There are active call outs in the ongoing clan war.”

A clan may not switch members to the War Group while a war is active

If a clan member kills a member of his own clan during a clan war his team loses 200 points.

If a clan member gets involved in a duel during a clan war he may be attacked by members of the enemy clan as normal for a clan war.

Those under the effect of the res sickness debuff reduce the points they give when killed in a clan war by 20% per level of res sickness. So a character with res sickness 3 gives 40% of his normal points when killed.

Players who res in a LifeNet pod are immune to PvP for five minutes after regening, but may choose to deactivate the No PvP buff if they wish.

Deactivating the No PvP buff requires a ten second count down, during which the character’s name flashes red to indicate he is becoming PvP active.

Post war:

The winning clan leader gets the wager added to the clan vault.

The winning clan has a win added to their win column

The losing clan has a loss added to their loss column

The winning clan receives a six hour buff.

Each member of the winning clan’s war group receives a number of death toll points equal to the margin by which the clan won, times the number of days the clan war lasted.

Clan wars that last less than a day count as one day for purposes of this calculation.